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<head>
	<meta charset="UTF-8">
	<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
	<title>🎄圣诞快乐🎄</title>

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	<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/animate.css/4.1.1/animate.min.css" />
	<link rel="stylesheet" href="style.css">

	<script>
		window.console = window.console || function (t) { };
	</script>



	<script>
		if (document.location.search.match(/type=embed/gi)) {
			window.parent.postMessage("resize", "*");
		}
	</script>


</head>

<body translate="no">
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>

<div id="overlay">
	<ul>
		<li class="title">请选择音乐</li>
		<li>
			<button class="btn" id="btnA" type="button">
				Snowflakes Falling Down by Simon Panrucker
			</button>
		</li>
		<li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
		<li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
		<li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
		<li class="separator">或者</li>
		<li>
			<input type="file" id="upload" hidden />
			<label for="upload">Upload File</label>
		</li>
	</ul>
</div>

<script id="rendered-js">
	const { PI, sin, cos } = Math;
	const TAU = 2 * PI;

	const map = (value, sMin, sMax, dMin, dMax) => {
		return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
	};

	const range = (n, m = 0) =>
			Array(n).
			fill(m).
			map((i, j) => i + j);

	const rand = (max, min = 0) => min + Math.random() * (max - min);
	const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
	const randChoise = arr => arr[randInt(arr.length)];
	const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];

	let scene, camera, renderer, analyser;
	let step = 0;
	const uniforms = {
		time: { type: "f", value: 0.0 },
		step: { type: "f", value: 0.0 }
	};

	const params = {
		exposure: 1,
		bloomStrength: 0.9,
		bloomThreshold: 0,
		bloomRadius: 0.5
	};

	let composer;

	const fftSize = 2048;
	const totalPoints = 4000;

	const listener = new THREE.AudioListener();

	const audio = new THREE.Audio(listener);

	document.querySelector("input").addEventListener("change", uploadAudio, false);

	const buttons = document.querySelectorAll(".btn");
	buttons.forEach((button, index) =>
			button.addEventListener("click", () => loadAudio(index)));


	function init() {
		const overlay = document.getElementById("overlay");
		overlay.remove();

		scene = new THREE.Scene();
		renderer = new THREE.WebGLRenderer({ antialias: true });
		renderer.setPixelRatio(window.devicePixelRatio);
		renderer.setSize(window.innerWidth, window.innerHeight);
		document.body.appendChild(renderer.domElement);

		camera = new THREE.PerspectiveCamera(
				60,
				window.innerWidth / window.innerHeight,
				1,
				1000);

		camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
		camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);

		const format = renderer.capabilities.isWebGL2 ?
				THREE.RedFormat :
				THREE.LuminanceFormat;

		uniforms.tAudioData = {
			value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format)
		};


		addPlane(scene, uniforms, 3000);
		addSnow(scene, uniforms);

		range(10).map(i => {
			addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
			addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
		});

		const renderScene = new THREE.RenderPass(scene, camera);

		const bloomPass = new THREE.UnrealBloomPass(
				new THREE.Vector2(window.innerWidth, window.innerHeight),
				1.5,
				0.4,
				0.85);

		bloomPass.threshold = params.bloomThreshold;
		bloomPass.strength = params.bloomStrength;
		bloomPass.radius = params.bloomRadius;

		composer = new THREE.EffectComposer(renderer);
		composer.addPass(renderScene);
		composer.addPass(bloomPass);

		addListners(camera, renderer, composer);
		animate();
	}

	function animate(time) {
		analyser.getFrequencyData();
		uniforms.tAudioData.value.needsUpdate = true;
		step = (step + 1) % 1000;
		uniforms.time.value = time;
		uniforms.step.value = step;
		composer.render();
		requestAnimationFrame(animate);
	}

	function loadAudio(i) {
		document.getElementById("overlay").innerHTML =
				'<div class="text-loading">正在下载音乐，请稍等...</div>';
		const files = [
			"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
			"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
			"./mp3/Ashanti - We Wish You A Merry Christmas.mp3",
			"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];

		const file = files[i];

		const loader = new THREE.AudioLoader();
		loader.load(file, function (buffer) {
			audio.setBuffer(buffer);
			audio.play();
			analyser = new THREE.AudioAnalyser(audio, fftSize);
			init();
		});
	}


	function uploadAudio(event) {
		document.getElementById("overlay").innerHTML =
				'<div class="text-loading">请稍等...</div>';
		const files = event.target.files;
		const reader = new FileReader();

		reader.onload = function (file) {
			var arrayBuffer = file.target.result;

			listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
				audio.setBuffer(audioBuffer);
				audio.play();
				analyser = new THREE.AudioAnalyser(audio, fftSize);
				init();
			});
		};

		reader.readAsArrayBuffer(files[0]);
	}

	function addTree(scene, uniforms, totalPoints, treePosition) {
		const vertexShader = `
      attribute float mIndex;
      varying vec3 vColor;
      varying float opacity;
      uniform sampler2D tAudioData;
      float norm(float value, float min, float max ){
       return (value - min) / (max - min);
      }
      float lerp(float norm, float min, float max){
       return (max - min) * norm + min;
      }
      float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
       return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
      }
      void main() {
       vColor = color;
       vec3 p = position;
       vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
       float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
       float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
       float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
       opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
       gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
       gl_Position = projectionMatrix * mvPosition;
      }
      `;
		const fragmentShader = `
      varying vec3 vColor;
      varying float opacity;
      uniform sampler2D pointTexture;
      void main() {
       gl_FragColor = vec4( vColor, opacity );
       gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
      }
      `;
		const shaderMaterial = new THREE.ShaderMaterial({
			uniforms: {
				...uniforms,
				pointTexture: {
					value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
				}
			},


			vertexShader,
			fragmentShader,
			blending: THREE.AdditiveBlending,
			depthTest: false,
			transparent: true,
			vertexColors: true
		});


		const geometry = new THREE.BufferGeometry();
		const positions = [];
		const colors = [];
		const sizes = [];
		const phases = [];
		const mIndexs = [];

		const color = new THREE.Color();

		for (let i = 0; i < totalPoints; i++) {
			const t = Math.random();
			const y = map(t, 0, 1, -8, 10);
			const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
			const [z, x] = polar(ang, map(t, 0, 1, 5, 0));

			const modifier = map(t, 0, 1, 1, 0);
			positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
			positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
			positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));

			color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);

			colors.push(color.r, color.g, color.b);
			phases.push(rand(1000));
			sizes.push(1);
			const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
			mIndexs.push(mIndex);
		}

		geometry.setAttribute(
				"position",
				new THREE.Float32BufferAttribute(positions, 3).setUsage(
						THREE.DynamicDrawUsage));


		geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
		geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
		geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
		geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));

		const tree = new THREE.Points(geometry, shaderMaterial);

		const [px, py, pz] = treePosition;

		tree.position.x = px;
		tree.position.y = py;
		tree.position.z = pz;

		scene.add(tree);
	}

	function addSnow(scene, uniforms) {
		const vertexShader = `
      attribute float size;
      attribute float phase;
      attribute float phaseSecondary;
      varying vec3 vColor;
      varying float opacity;
      uniform float time;
      uniform float step;
      float norm(float value, float min, float max ){
       return (value - min) / (max - min);
      }
      float lerp(float norm, float min, float max){
       return (max - min) * norm + min;
      }
      float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
       return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
      }
      void main() {
       float t = time* 0.0006;
       vColor = color;
       vec3 p = position;
       p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
       p.x += sin(t+phase);
       p.z += sin(t+phaseSecondary);
       opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
       vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
       gl_PointSize = size * ( 100.0 / -mvPosition.z );
       gl_Position = projectionMatrix * mvPosition;
      }
      `;

		const fragmentShader = `
      uniform sampler2D pointTexture;
      varying vec3 vColor;
      varying float opacity;
      void main() {
       gl_FragColor = vec4( vColor, opacity );
       gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
      }
      `;
		function createSnowSet(sprite) {
			const totalPoints = 300;
			const shaderMaterial = new THREE.ShaderMaterial({
				uniforms: {
					...uniforms,
					pointTexture: {
						value: new THREE.TextureLoader().load(sprite)
					}
				},


				vertexShader,
				fragmentShader,
				blending: THREE.AdditiveBlending,
				depthTest: false,
				transparent: true,
				vertexColors: true
			});


			const geometry = new THREE.BufferGeometry();
			const positions = [];
			const colors = [];
			const sizes = [];
			const phases = [];
			const phaseSecondaries = [];

			const color = new THREE.Color();

			for (let i = 0; i < totalPoints; i++) {
				const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
				positions.push(x);
				positions.push(y);
				positions.push(z);

				color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));

				colors.push(color.r, color.g, color.b);
				phases.push(rand(1000));
				phaseSecondaries.push(rand(1000));
				sizes.push(rand(4, 2));
			}

			geometry.setAttribute(
					"position",
					new THREE.Float32BufferAttribute(positions, 3));

			geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
			geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
			geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
			geometry.setAttribute(
					"phaseSecondary",
					new THREE.Float32BufferAttribute(phaseSecondaries, 1));


			const mesh = new THREE.Points(geometry, shaderMaterial);

			scene.add(mesh);
		}
		const sprites = [
			"https://assets.codepen.io/3685267/snowflake1.png",
			"https://assets.codepen.io/3685267/snowflake2.png",
			"https://assets.codepen.io/3685267/snowflake3.png",
			"https://assets.codepen.io/3685267/snowflake4.png",
			"https://assets.codepen.io/3685267/snowflake5.png"];

		sprites.forEach(sprite => {
			createSnowSet(sprite);
		});
	}

	function addPlane(scene, uniforms, totalPoints) {
		const vertexShader = `
      attribute float size;
      attribute vec3 customColor;
      varying vec3 vColor;
      void main() {
       vColor = customColor;
       vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
       gl_PointSize = size * ( 300.0 / -mvPosition.z );
       gl_Position = projectionMatrix * mvPosition;
      }
      `;
		const fragmentShader = `
      uniform vec3 color;
      uniform sampler2D pointTexture;
      varying vec3 vColor;
      void main() {
       gl_FragColor = vec4( vColor, 1.0 );
       gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
      }
      `;
		const shaderMaterial = new THREE.ShaderMaterial({
			uniforms: {
				...uniforms,
				pointTexture: {
					value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
				}
			},


			vertexShader,
			fragmentShader,
			blending: THREE.AdditiveBlending,
			depthTest: false,
			transparent: true,
			vertexColors: true
		});


		const geometry = new THREE.BufferGeometry();
		const positions = [];
		const colors = [];
		const sizes = [];

		const color = new THREE.Color();

		for (let i = 0; i < totalPoints; i++) {
			const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
			positions.push(x);
			positions.push(y);
			positions.push(z);

			color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));

			colors.push(color.r, color.g, color.b);
			sizes.push(1);
		}

		geometry.setAttribute(
				"position",
				new THREE.Float32BufferAttribute(positions, 3).setUsage(
						THREE.DynamicDrawUsage));


		geometry.setAttribute(
				"customColor",
				new THREE.Float32BufferAttribute(colors, 3));

		geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));

		const plane = new THREE.Points(geometry, shaderMaterial);

		plane.position.y = -8;
		scene.add(plane);
	}

	function addListners(camera, renderer, composer) {
		document.addEventListener("keydown", e => {
			const { x, y, z } = camera.position;
			console.log(`camera.position.set(${x},${y},${z})`);
			const { x: a, y: b, z: c } = camera.rotation;
			console.log(`camera.rotation.set(${a},${b},${c})`);
		});

		window.addEventListener(
				"resize",
				() => {
					const width = window.innerWidth;
					const height = window.innerHeight;

					camera.aspect = width / height;
					camera.updateProjectionMatrix();

					renderer.setSize(width, height);
					composer.setSize(width, height);
				},
				false);

		//脱离文档流显示文字元素
		const floatText = document.createElement('h2');
		floatText.innerHTML = 'Happy Birthday 马芊芊 !';
		floatText.classList.add('animate__animated');   //动画默认加
		floatText.classList.add('animate__fadeInDown'); //动画效果
		floatText.classList.add('animate__delay-2s'); //动画延迟时间
		floatText.classList.add('text');
		document.body.appendChild(floatText);
	}


</script>

</body>

</html>
